Big Octo (creature)

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3cuTCbz.png

←  #224: Nocturn
Bestiary
 Octorok 
#226: Odolwa  →
Big Octo
Large beast (octo), unaligned
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Armor Class 13 (natural armor)
Heart Points 76 (9d10 + 27)
Speed 40 ft., swim 60 ft.
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STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
8 (-1)
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Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages
Challenge 3 (700 XP) Proficiency Bonus +2    
Challenge Alternatives 1/4, 2, 3, 4, 11
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Ambusher. The octo has advantage on attack rolls targeting any creature that has yet to have a turn in this combat.

Amphibious. The octo can breathe air and water.

Multi-Action. The octo can take 2 actions on each of its turns, but can't use the same action twice in one turn.


Actions

Bomb Shot. An explosive pellet lobs onto a point within 60 feet. Each creature within 20 feet of the point must make a 13 Dexterity saving throw, taking 27 (6d8) thunder damage on a failed save or half as much on a success.

Tentacle. Melee Weapon Attack: +4 to hit, reach 10 feet. Hit: 11 (2d8 + 2) bludgeoning damage and if the target is a Medium or smaller creature it becomes grappled by the octo (escape DC 12). The octo can't grapple more than one creature at a time.

Spit Ink. Ranged Weapon Attack: +4 to hit, range 60/240 feet. Hit: 5 (2d4) acid damage, the target becomes soaked, and if the target is a creature it becomes blinded until it uses an action to clear the ink from its eyes.

Spit Rock. Ranged Weapon Attack: +4 to hit, range 60/240 feet. Hit: 11 (2d8 + 2) bludgeoning damage. Miss: If the target is wielding a shield, it can use its reaction to deflect the rock back at the octo, forcing it to make a new attack roll targeting itself.


Boss Mode

While the big octo has a Challenge rating higher than any other monster in combat, its heart points are doubled, and it has advantage on initiative checks. It can also take 3 boss reactions each round, replacing its normal 1 reaction per round. The boss big octo can use a boss reaction to Escape, Maneuver, Search, use any of its normal reactions, or do any of the following:

Boss Resistance (3/Day). When the octo would fail a saving throw, it can choose to lose 20 heart points and succeed on the save instead.

Combo (Costs 2 Reactions). After the octo hits with an attack roll, it uses the same attack on a new target.

Duck or Dive. When the octo would be hit with an attack by a creature it can see, it can immediately dive 10 feet underwater or take a defensive posture with its shell. It adds 2 to its AC for that attack, potentially turning a hit into a miss.

“A subspecies of octorok that lives in the ocean. In The Wind Waker, they spit bombs instead of rocks. In Spirit Tracks, they shoot ink. Whether encountered by ship, or in the Spirit Train along the sea floor, ocean octoroks are best dealt with using long-range attacks.”
— Enyclopedia

Of larger size and strength than most of their kin, these purple-colored octoroks prefer deeper waters of the sea or the abundant flora of marshlands. They are sometimes called ocean octoroks.
     Environment: Sea, Swamp

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The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.